/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 * 
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 * 
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package net.sf.l2j.gameserver.handler.skillhandlers;

import net.sf.l2j.gameserver.handler.ISkillHandler;
import net.sf.l2j.gameserver.model.L2ItemInstance;
import net.sf.l2j.gameserver.model.L2Object;
import net.sf.l2j.gameserver.model.L2Skill;
import net.sf.l2j.gameserver.model.actor.L2Character;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.network.SystemMessageId;
import net.sf.l2j.gameserver.network.serverpackets.SystemMessage;
import net.sf.l2j.gameserver.skills.Formulas;
import net.sf.l2j.gameserver.templates.item.L2WeaponType;
import net.sf.l2j.gameserver.templates.skills.L2SkillType;

/**
 * @author _tomciaaa_
 */
public class StrSiegeAssault implements ISkillHandler
{
	private static final L2SkillType[] SKILL_IDS = 
	{
		L2SkillType.STRSIEGEASSAULT
	};

    public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
    {
    	if (activeChar == null || !(activeChar instanceof L2PcInstance))
    		return;

        L2PcInstance player = (L2PcInstance)activeChar;

        // Checks
        if (player.checkIfOkToUseStriderSiegeAssault(skill))
        {
	        // damage calculation
	        int damage = 0;
	
	        for (L2Character target: (L2Character[]) targets)
	        {
	            L2ItemInstance weapon = activeChar.getActiveWeaponInstance();
	            if (target.isAlikeDead())
	                continue;
	
	            boolean dual = activeChar.isUsingDualWeapon();
	            byte shld = Formulas.calcShldUse(activeChar, target);
	            boolean crit = Formulas.calcCrit(activeChar.getCriticalHit(target, skill));
	            boolean soul = (weapon != null && weapon.getChargedSoulshot() == L2ItemInstance.CHARGED_SOULSHOT && weapon.getItemType() != L2WeaponType.DAGGER );
	
	            if (!crit && (skill.getCondition() & L2Skill.COND_CRIT) != 0)
	            	damage = 0;
	            else
	            	damage = (int) Formulas.calcPhysDam(activeChar, target, skill, shld, crit, dual, soul);
	
	            if (damage > 0)
	            {
	            	activeChar.sendDamageMessage(target, damage, false, false, false);
	            	target.reduceCurrentHp(damage, activeChar, skill);
	            }
	            else 
	            	activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.ATTACK_FAILED));
	            
	        	if (soul && weapon != null)
	        		weapon.setChargedSoulshot(L2ItemInstance.CHARGED_NONE);
	        }
        }
    }

    public L2SkillType[] getSkillIds()
    {
        return SKILL_IDS;
    }
}